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Galor System Outer length of the Perseus Arm November 2, 2015 (Terran Calender)
The Praetorian spacecraft Kavaca dropped out of lightspeed near the third planet in the Galor system. A large planet slightly bigger than Terra, Galor III sat along a much closer orbit around its bright yellow sun. As a result, the planet was brown and tan in color, covered in desert and rocky mountains. But despite that hostile environment, the sentient reptilian species that was native to Galor III had evolved to develop at least minimal space travel, eventually making contact with scouts from the Lor Republic and established trade relations.
The system had managed to avoid the onslaught of the Communion during the Incursion, but only just barely, as Communion forces had been moving toward the system when they had finally been stopped. But while that conflict had been avoided, Galor now found itself faced with a new threat, one that had cast a shadow over several neighboring systems as well.
During the Incursion long standing differences had been set aside as the various powers of the galaxy worked together against the common thread of the Communion. During that struggle, numerous pirate groups had voluntarily joined with the Coalition, providing additional space power to the fleets. Among the pirate leaders to join the battle against the Communion was a renegade Broan prince called Dovox, who stylized himself as "Sovereign." Bringing together a number of pirate groups under his command during the Incursion, Sovereign had taken advantage of the chaos that existed when the Communion was defeated, using his forces to take control of a parsec along the outer edge of the Stellar Khanate and establishing himself as the rule of his own empire.
After spending some time consolidating his position, Sovereign had begun to show signs of his intention to seek to expand his new domain, sending out forces to nearby systems to scout out potential targets for conquest. The Praetorians aboard the Kavaca had been sent to the sector to investigate and see what could be done to dissuade the would-be-conqueror.
On the Kavaca's bridge, Seresk, a larger reptilian Praetorian, was at the sensors station and looked up from the displays before him. "Sri Steward, sensors are detecting a freighter sized vessel in orbit around Galor III. Its configuration is similar to vessels know to be employed by the pirate groups controlled by Dovox. It appears to be exchanging fire with several orbital defense satellites."

Player Name: Almilee Character Name: Shell Power Level: 10 (150/152PP) Trade-Offs: None Unspent Power Points: 2
In Brief: Deserter from the Stellar Khanate
Residence: Varies Base of Operations: Varies Catchphrase:
Alternate Identity: Khulan Chakha Identity: Public Birthplace: Zultas Occupation: Mercenary Affiliations: The Stellar Khanate Family: None
Description: Age: 26 Apparent Age: Mid-20s Gender: Female Ethnicity: Zultasian Height: 5'7” Weight: 136lbs Eyes: Black Hair: Lavender
Khulan is an average-sized, muscular woman. She could almost pass for human, but for her purple skin, black eyes, and long, lavender-colored hair. She usually wears her hair up in a ponytail, and when she chooses to not wear her link-suit (whenever not on duty), she wears simple, comfortable clothes with a large hood to hide her head in. Her link-suit is a skintight black bodysuit, with holes along her spine to allow her implants through.
The mech itself is built for size and efficiency. Standing at just over seven and a half feet tall, the grey machine looks humanoid, with two arms (one of which is capped by a plasma cannon rather than a hand), and two legs with rear-bending knees, allowing for greater agility than certain other mechs might have. Instead of eyes, it has a single sensor that acts as the center for the suite of optics the machine transmits to its pilot.
Power Descriptions
Khulan's powers are built around her mech-suit. She controls it via a neural link, through her spine implants, while she herself is curled up inside a protective bubble, compacted to save space. The suit is equipped with everything necessary to keep her alive, as well as a suite of plasma weaponry, the cannon retracting and forming a plasma blade when it becomes necessary.
History:
Khulan grew up in the Stellar Khanate during a special time in its history - under the rule of Star-Khan's expansionist regime. Growing up amid the propaganda and emotions of the era imprinted a pride in the Khanate that could only be imprinted on someone who lives far from the true consequences of expansion. Even more influential, was the fact that her family believed in the Khanate as much as she did, and gave her a name similar to that of their rulers. After spending so much time watching Star-Khan's occasional victory parades, and seeing the dumbed-down broadcasts of Khanate victory over whatever planet was currently being conquered, Khulan surprised none of her family when she put in her application to join the military as soon as she was physically able to - like many of her friends.
After a series of tests for skill and compatibility, Khulan was assigned into what she considered to be a prestigious branch of the military: piloting a Hunter battlesuit in the vanguard. Hunters were designed for orbital drop in packs, to lead the way and eliminate primary targets such as artillery batteries and enemy commanders. As they had been in service since long before the rule of Star-Khan, and even long before the rule of his mother, assignment to a Hunter was considered a hallowed tradition, and one that Khulan was glad to participate in. After her spine-jacks were put in for the neural interface, and she went through several months of training to adapt her to the strange feeling of piloting a Hunter, Khulan was put into service.
War was nothing like what she'd imagined, or been shown. Later, she considered that, if she'd been put into a branch that didn't jump in ahead of time and act as roaming assassins, she might have been able to maintain some idealism. However, she was not. Even just within her first operation, deep within enemy territory, wreaking the devastation that came with hunting a commander, she began to doubt her choice. Watching as that particular war played out in front of her, made it worse. By the end, she was disillusioned, and already considering desertion. However, in the state it was in, she knew that a deserter would be swiftly found and brought down, and her family punished for her actions. So she stayed, and waited for a time where she might actually make it.
The opportunity came after years of service, after the Incursion. As part of the forces that had evaded the Communion and moved to help the Coalition, Khulan was far from Khanate territories afterwards. As worlds split, and the Khanate was forced to look inwards and rebuild, she took her chance, and her mech, and fled. Repainting the Hunter into a drab gray and passing from planet to planet, she eluded what few former comrades came after her, and scraped together a living as a short-term-contract mercenary, picking and choosing contracts based on how much she believed in their cause.
Personality & Motivation:
Khulan is largely looking to redeem herself. As a Hunter, she was the vanguard that broke a hole in a target's defences, and paved the way for the conquering forces of the Khanate. Because of that, she feels partly responsible for the atrocities that followed, on top of those she and her pack caused already. She often comes across as irreverent, the facade behind which she hides her real feelings on any given subject.
Powers & Tactics:
Khulan's training as a Hunter has never really left her. Despite the fact that the Hunter can handle multiple opponents without too much issue, at close or long ranges, she prefers to split enemies apart, picking them off one by one, and removing leaders before anything else - cutting the heads off of the snakes. Her first act in any situation is to identify Primary Targets, which she removes before anything else. If surrounded, however, she adapts quickly, activating her plasma blade and cutting through anything between her and her current target.
Complications: Infamy: Not only is Khulan a clear Zultasian, like many of her kind she has served in the Stellar Khanate's invading army – a fact clearly indicated by the symbols on her weapon and armor. Deserter: As a deserter from the Khanate's army, Khulan is not welcome on any of their worlds, and is wanted dead by what remains of the government.
One-Handed: While Khulan herself has two working hands, her battlesuit does not. One arm is entirely taken up by its plasma weapon array, leaving it with only one hand to operate other things. In addition, this hand is only three-fingered and fairly clumsy – unsuited for fine manipulation.
Abilities: 10 + 10 + 8 + 10 + 0 + 0 = 38PP Strength: 20 (+5) (35 (+12) [Battlesuit]) Dexterity: 20 (+5) Constitution: 18 (+4) (21 (+5) [Battlesuit]) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 16 + 12 = 28PP Initiative: +8 Attack: +8 Melee, +8 Ranged (+10 Weapons Array) Grapple: +13/+20 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -2/-10 Saving Throws: 0 + 1 + 4 = 5PP Toughness: +4/10 (+4Con, +6 [Battlesuit]) Fortitude: +4/8 (+4 Con, +0, +4 [Battlesuit]) Reflex: +6 (+5 Dex, +1) Will: +4 (+0 Wis, +4) Skills: 32R = 8PP
Craft (Electronic) 4 (+9)
Craft (Mechanical) 4 (+9)
Computers 4 (+9)
Disable Device 4 (+9)
Knowledge (Galactic Lore) 4 (+9)
Knowledge (Technology) 4 (+9)
Language 1 (GalStandard; Native: Khanate)
Medicine 5 (+5)
Pilot 2 (+7)
Feats: 7PP
Ambidextrity
Benefit (Native: Stellar Khanate)
Dodge Focus 4
Takedown Attack
Powers: 68 = 68PP
Device Rank 17 (Khanate Military Battlesuit; 85PP Container; Flaws: Hard-To-Lose) [68PP]
Array 10.5 (Weapons Array; 21PP Array; Feats: Alternate Power 3) [24PP]
Base: Blast 10 (Plasma Cannon; Feats: Accurate) {21/21}
AP: Blast 6 (Plasma Barrage; Extras: Area (Explosion); Feats: Progression 3 (Range; 6000ft)) {21/1}
AP: Blast 6 (Plasma Burst; Extras: Area (Cone); Feats: Incurable) {19/1}
AP: Strike 10 (Plasma Blade; Extras: Penetrating 8; Feats: Affects Insubstantial 2, Accurate) {21/1}
Communication 9 (Combat Radio; Feats: Subtle) [10PP]
Enhanced Strength 9 (Servos) [9PP]
Enhanced Fortitude 3 (Life Support Systems) [3PP]
Growth 3 (Mech-Suit; Feats: Innate; Extras: Duration (Continuous); Flaws: Permanent) [10PP]
Immunity 9 (Life Support) [9PP]
Immovable 5 (Inertia Dampers; Extras: Unstoppable) [10PP]
Protection 5 (Armor) [5PP]
Super-Senses 5 (Darkvision, Tracking Infravision, Extended Vision) [5PP]
Drawbacks: (-4) = -4PP
Normal Identity (Full Round to Enter Battlesuit; Frequency: Common; Intensity: Major) [-4PP]
DC Block
ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20/25 Toughness Damage 5/10(Physical)
Plasma Barrage Ranged DC 21 Toughness Damage 6(Energy) Explosion
Plasma Blade Touch DC 25 Toughness Damage 10(Energy)
Plasma Burst Ranged DC 21 Toughness Damage 6(Energy) Cone
Plasma Cannon Ranged DC 25 Toughness Damage 10(Energy)
Totals: Abilities (38) + Combat (28) + Saving Throws (5) + Skills (8) + Feats (7) + Powers (68) - Drawbacks (-4) = 150/152 PP